1.11 (Test) Balance
Posted: August 30th, 2006, 9:57 am
Since Yak wanted a unique thread for this, here is it.
Naga:
Heal imba
Zen Arrows too strong (+250 dmg Oo wtf with Crit Gloves), maybe too cheap (especially later when you got mana like hay)
Slow too strong
Dunno about the innate... 40 mana for 4 sec reveal I think... AA owls are cheaper and last longer, just that they are not instant.
Prince Rue:
Mortal Strike too strong (Str modifier, maybe CD a bit quick, he can chase forever due to his hp)
Movespeed aura too strong?
Shadow Bastion too slow, maybe a bit weak towards a push. Btw, what bonuses does it get on higher levels?
Nephi:
Combo too strong
False Alliance too strong in the beginning, hearing the allied chat of one enemy sucks (for the enemy) [not changable though I suppose, maybe we need a new chat system like in Defiance RPG... then triggers could take care of that]
High modifier on Execute? Although it doesnt damage yet (it can be used at nearly no CD in the combo... no escape)
Making the spells absolutely random would fix the problem, but it might be too random to use effectively in a close combat situation (dont want to take the eyes off the battlefield to check for skills when I fight AM and AC). A longer CD would make many of the spells way too weak, and it wouldnt help too much (you can hold the enemy down with nets).
-Ham
Naga:
Heal imba
Zen Arrows too strong (+250 dmg Oo wtf with Crit Gloves), maybe too cheap (especially later when you got mana like hay)
Slow too strong
Dunno about the innate... 40 mana for 4 sec reveal I think... AA owls are cheaper and last longer, just that they are not instant.
Prince Rue:
Mortal Strike too strong (Str modifier, maybe CD a bit quick, he can chase forever due to his hp)
Movespeed aura too strong?
Shadow Bastion too slow, maybe a bit weak towards a push. Btw, what bonuses does it get on higher levels?
Nephi:
Combo too strong
False Alliance too strong in the beginning, hearing the allied chat of one enemy sucks (for the enemy) [not changable though I suppose, maybe we need a new chat system like in Defiance RPG... then triggers could take care of that]
High modifier on Execute? Although it doesnt damage yet (it can be used at nearly no CD in the combo... no escape)
Making the spells absolutely random would fix the problem, but it might be too random to use effectively in a close combat situation (dont want to take the eyes off the battlefield to check for skills when I fight AM and AC). A longer CD would make many of the spells way too weak, and it wouldnt help too much (you can hold the enemy down with nets).
-Ham